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scummvm-cursorfix/engines/hpl1/engine/ai/StateMachine.cpp
2026-02-02 04:50:13 +01:00

144 lines
4.0 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#include "hpl1/engine/ai/StateMachine.h"
#include "hpl1/engine/system/low_level_system.h"
namespace hpl {
//////////////////////////////////////////////////////////////////////////
// STATE
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
iAIState::iAIState() {
mfTimeCount = 0;
}
//-----------------------------------------------------------------------
void iAIState::Sleep(float afTime) {
}
//-----------------------------------------------------------------------
void iAIState::Update(float afTime) {
// Update according to the time step
mfTimeCount += afTime;
while (mfTimeCount >= mfUpdateStep) {
OnUpdate(mfUpdateStep);
mfTimeCount -= mfUpdateStep;
}
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cStateMachine::cStateMachine() {
mbActive = true;
mpCurrentState = NULL;
}
//-----------------------------------------------------------------------
cStateMachine::~cStateMachine() {
STLMapDeleteAll(m_mapStates);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cStateMachine::Update(float afTime) {
if (mbActive == false || mpCurrentState == NULL)
return;
mpCurrentState->Update(afTime);
}
//-----------------------------------------------------------------------
void cStateMachine::AddState(iAIState *apState, const tString &asName, int alId, float afUpdateStep) {
apState->SetStateMachine(this);
apState->mlId = alId;
apState->msName = asName;
apState->mfUpdateStep = afUpdateStep;
if (m_mapStates.empty())
mpCurrentState = apState;
m_mapStates.insert(tAIStateMap::value_type(alId, apState));
}
//-----------------------------------------------------------------------
void cStateMachine::ChangeState(int alId) {
if (alId == mpCurrentState->GetId())
return;
iAIState *pState = GetState(alId);
if (pState == NULL) {
Warning("State %d does not exist!\n", alId);
return;
}
mpCurrentState->OnLeaveState(pState->GetId());
pState->OnEnterState(mpCurrentState == NULL ? -1 : mpCurrentState->GetId());
mpCurrentState = pState;
}
//-----------------------------------------------------------------------
iAIState *cStateMachine::GetState(int alId) {
tAIStateMapIt it = m_mapStates.find(alId);
if (it == m_mapStates.end())
return NULL;
return it->second;
}
//-----------------------------------------------------------------------
iAIState *cStateMachine::CurrentState() {
return mpCurrentState;
}
//-----------------------------------------------------------------------
} // namespace hpl